Campaign:Across Creation/Zinaida

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Reason: A character sheet that has not been updated in ten years, for a campaign that is clearly not being played anymore

originally from [1]

Basics

  • Campaign: Across Creation
  • Name: Three Feathers Zinaida
  • Concept: Mercantile Sky-Viking
  • Caste/Aspect: Eclipse
  • Motivation: Spread the League's ideals and influence by driving out the Guild across all of Creation.
  • Positive intimacies: Haslanti League, Flying, Strong Alcohol
  • Negative intimacies: The Guild, Raksha, Bull of the North
  • Anima: Halo of spinning shields with a snow flake, an eagle's wing, a sword and a hand gesture for peace emblazoned on them.
  • Experience: Unspent: 0/Total: 0


Background

Even before the Three Feather's family took to the skies in League airships they had known of Air and it's tempestuous children. On craggy wind-swept peaks they lived and only by chance of seeing a dirigible scuttling across the horizon did they leave their ancestral home. What they found in the League was incredible and, as family lore goes, the three eldest sons of the family all joined the Wind Fleet and made honorable names for themselves.


None of them survived their illustrious career.


Some generations later Zinaida was born, oldest of three children, sister to two brothers. Although not perfect the family agreed it was an Omen; it was their calling -- her calling -- to join the Wind Fleet like their great grandfathers had. However, unlike her brothers she was not inflamed to acts of senseless bravery by her family's stories. Being eldest had put her in charge and by Gerd's shiny white tailfeathers, she made sure they didn't kill themselves on accident!


Years of punching sanity into her little brothers made her a shrewd, if protective, warrior, and if it weren't for her steadfast resolve and level head they would have never been accepted into the ranks. To her chagrin, the whole unit they were assigned to was nothing but glory hogs and lunatics. It wasn't long before she was having to duel her peers, sometimes three at once ( hence the nick name, Three Feathers ), till they would fall in line. Eventually their animosity for her turned into respect, friend, and rivalry -- although the copious amounts of bootlegged alcohol she spoiled them with didn't hurt. It was no surprised to anyone when she was promoted to captain, but no one was prepared for what happened during her first ( and last ) sortie as command.


While descending onto the roof of fort an errant bolt skewered through her arm and ruined her shoulder, causing her to free fall onto the battlements below, with the resulting impact crippling a leg. To add insult to injury, a half-dozen militiamen surrounded her and one attempted to run her through with a spear but it's point only got her right eye. Unable to flee or fight, she yanked her eye from it's socket and ate it right off of the spear tip. The show of bravado had paid off and they retreated, but as Zinaida lay bleeding in the snow she wondered if it would've been better to have just died.

Appearance

(what other people see when they look at your character.)

Attributes

Strength  ●●        Charisma     ●●●●●    Perception   ●●
Dexterity ●●●●●     Manipulation ●        Intelligence ●●
Stamina   ●●        Appearance   ●●●●●    Wits         ●●●

Abilities

Archery            Integrity   ●●●   Craft                Athletics ●●●   Bureaucracy ●●●●●
Martial Arts ●●●●● Performance       Investigation        Awareness       Linguistics ●●●●●
Melee              Presence    ●     Lore          ●●●●   Dodge           Ride        ●●●
Thrown             Resistance  ●●●   Medicine             Larceny         Sail        
War                Survival          Occult               Stealth         Socialize   ●●●●●


Languages: Skytongue, Riverspeak, Low Realm

Favored Abilities

Martial Arts, Presence, Lore, Athletics, Resistance

Specialties

Martial Arts ( Swords +3 )

Bureaucracy ( While Intoxicated +3 )

Backgrounds

Artifact ( Ori Hooked Daiklaives, pair ): ●●
Familiar ( ??? ): ●●●
Resources: ●●

Charms

Martial Arts

(Crane)

  • Fluttering Cry of Warning
  • Empowering Justice Redirection
  • Crane Form


(Snake)

  • Striking Cobra Technique


(The Art of Virtuous Concession)

  • Hearing the Unspoken Word
  • Spoken in Kindness


Combos

Essence

Essence: ●●
Personal Essence Pool: 14/14
Peripheral Essence Pool: 27/33
Committed Essence: 6/6

Willpower

Willpower: ●●●●●●●●
Temporary: 8/8

Virtues

Virtues:

Compassion ●●●●
Conviction ●●●●
Temperance ●
Valor      ●●

Virtue flaw: Red Rage of Compassion ( Compassion )
Limit: □□□□□ □□□□□
Limit Break Condition: The character sees innocents suffering and is unable to effectively intervene.

Merits and Flaws

Climate Sensitivity - 2pts.
Diminished Sense ( Right Eye ) - 3pts.

Inventory

(here is where you write down all your stuff. you write your artifacts, too, name, fluff and stats. you have to specify, for every item, what background (resources, arsenal, artifact...) did it come out of. don't itemize your tacklebox, this isn't D&D)

Manses and Hearthstones

(write what hearthstones (if any) you have, and write some stuff about the manses too: a bit of description, where they are and so on)



Combat

Dodge DV: 4
Dodge MDV: 6
Soak: 0A/1L/2B (add armor and 0A/(Sta/2 round down)L/(Sta)B)
Pierced: 0A/1L/2B (add half from armor and full from stamina)
Hardness: 0A/0L/0B (armor only)

Attacks

Hooked Daiklaive (Speed 5, Accuracy 16, Damage 6L, Parry DV 9, Rate 3, Tags D, M)

Health

□ -0
□ -1
□ -1
□ -2
□ -2
□ -4
□ Incapacitated
□ Dying
□ Dying

one Dying level per dot of Stamina

Advancement

Martial Arts - 2, Lore - 2,Bureaucracy - 3, Linguistics - 2, Socialize - 2, Compassion - 3, Conviction - 3, Specialties - 3

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